Way of Alacrity
Although many monks spend hours and even days in silent meditation, there are those who follow the way of the alacrity, who find inner peace in movement. Life, the weave, and ki are all in constant minutiae of movement,



Deft Feet
When you choose this tradition at 3rd level the additional movement you receive from unarmored movement is doubled and when you use your Slow Fall feature, you can also move up to half your movement speed.
that is nigh imperceivable to many. Monks who follow the way of alacrity seek to master the movements of the world, and make their strikes, steps, and leaps join the harmonious wheel of life that is ever-turning.
A Thousand Strikes
Starting when you choose this tradition at 3rd level, your steps, blows, and jumps all flow into each other, making combat and movement a deadly dance and performance of speed and strikes. Whenever you use Step of the Wind, take the Dash action, or successfully hit two consecutive melee attacks, you can make one additional unarmed strike as a free action. You can only use this feature once per turn.
Flash-Strikes
At 6th level, you’ve mastered the art of a thousand strikes to quickly jump between your enemies, becoming a deadly blur in combat. Whenever you use your A Thousand Strikes feature or use Flurry of Blows, immediately before or after making one or both of these unarmed strikes, you can move up to 15 feet away without provoking attacks of opportunity.
Blinding Speed
At 11th level, you can now tap into your true potential and have ki flow through you at all times to speed up your movements to unnatural velocities. When a creature misses you with a weapon attack you can see, you can immediately move up to 10 feet in any direction without provoking attacks of opportunity. In addition to this you now have advantage on all Dexterity saving throws, you ignore difficult terrain, and if you are knocked prone you can use your reaction to instantly get back up on your feet and no longer be prone.
Faster than Air
At 17th level, you’ve mastered the ability to cause the ki that flows within your body to move at a super-charged and accelerated rate. As an action you can expend 5 ki points and super-charge your form for 1 minute. While supercharged you gain the following benefits;
- Your speed is doubled.
- Your jump distance is tripled.
- You gain a +2 bonus to your AC.
- You gain one additional action per turn, which can be used only to take the Attack (one attack only), Dash, Disengage, Hide, or Use an Object action.
- As part of your normal movement on your turn, you can move an additional 30 feet in any direction, akin to flying, as you move faster than air itself. If you end your turn while mid-air without any support, you fall.
- Once per turn you can forgo having advantage on an attack to make an additional unarmed strike.
Changelog
- Version 1.3
- Removed ki point cost from Flash-Strikes
- Version 1.2
- Added clause to A Thousand Strikes that states it can only be used once per turn
- Version 1.1
- Removed attacks of opportunity being at disadvantage for Blinding Speed and replaced it with the ability to move when weapon attacks miss you (ability credited to Jack)
- Added pseudo-flight for Faster than Air (credit to Nikyar)
- Version 1.0
- Initial release aided heavily by Nikyar
More
This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMBinder. Art by Warmtail.